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REKT Squads: Rules and Codes of Conduct

#1
So, since there are some differences in how each squad leader handles his squad and how each squad works as a team and deals with financial and strategic matters, here is a topic where we can discuss it and post the rules. Hopefully it'll help both newcomers and veteran players.

Once the squad finalises its rules, pass them to me and I'll edit them into this post.

Squad 1 (Dr. Cha0zz's squad, Head Hunters)
Spoiler:      SHOW
Administrative rules:
  • You can join, rejoin, leave the squad anytime in the time inbetween the missions.
  • When joining or re-joining you will be evaluated by the squad and the squad leader. The evaluation will take the form of questions where you explain why you could be useful for the squad and you will provide the squad with your qualifications and previous experiences.
Generally if you're not an idiot and your role fits in the squad you will be accepted

Leadership rules:
  • Squad leadership goes to the most experienced squad member, if two or more equally experienced members are present the position goes to the member with the highest rank, if both ranks are equal the squad leader is chosen by vote.
  • Squad leadership can be taken away if the remainder of the squad unanimously vote for a new leader.
  • Initiative is encouraged, we don't want to babysit you.
  • In situations where coordination is critical, the squad leader will take lead. It is expected that all members follow the commands of the squad leader in those situations.
Use your head and be able to follow orders in critical situations

Funding and equipment procurement:
  • Collecting loot, samples, etc. is one of the primary objectives of this squad, each member is expected to try and collect as much scientific data as reasonably possible unless the situation/ your role/ your commands forbid it.
  • At the end of each mission there is the possibility that the prize-credits will be redivided equally among all members, this only applies if there is an unanimous vote for this.
  • While not required, we recommend each member to discuss what they will buy with the squad and it's leader, this is to gain an optimal weapon and item composition in the squad.
  • Exchange items and sharing is encouraged, this also applies to credits.
The goal is to have an optimal distribution of materials in the squad and to spend the credits in such a way that this optimum can be reached.

Discipline and Code Of Conduct:
  • Don't kill fellow squad/platoon members unless in self-defense.
  • Don't kill civilians unless in self-defense.
  • Don't kill prisoners unless in self-defense.
  • Don't let your squad down, abandoning your squad when they need you is not tolerated and will have serious repercussions.
  • Tactical retreats are allowed.
  • If you betray the squad/platoon you will be brandished as an enemy of the squad and treated that way.
  • Use your head at all times of the mission, try to make sensible decisions, this is not a game.
  • Wether or not a certain behavior is reasonable is up to the squad leader or popularity vote.
Don't be a dick, don't be an idiot and you'll be fine
Squad 2 (Hema's squad, Idiot Squad, Hema's Lemurs)
Spoiler:      SHOW
Administrative rules:
  • You can join, rejoin, or leave the squad anytime in the time inbetween the missions.
  • When joining or rejoining, you should expect a quick evaluation to determine if you are fit for the squad.
Leadership rules:
  • You are advised to follow orders whenever they are provided. However should something happen that renders those orders ineffective, you are permitted to act on your own to complete the objective.
  • Initiative is welcome, and encouraged in times when orders are not available, or when you posses knowledge that would allow you to accomplish your objectives safer and more efficiently.
  • When things are more relaxed the squad leader is likely to provide suggestions, rather than orders. You are advised to listen to those suggestions, but you are also permitted to act on your own.
  • Should the squad leader be unconscious or dead, listen to the 2nd in command. If he is not available be prepared to think for yourself, or listen to the leaders of the other squads.
Funding and equipment procurement:
  • Collecting loot, scans, tech, etc should be a high priority for everyone. Do not attempt to collect anything that would put you at significant risk of getting killed.
  • Credit sharing is encouraged when it can be done to help strengthen the squad.
  • It is recommended that you discuss what you will buy with the squad, and squad leader. This is just a suggestion however.
  • End-mission credits will be distributed evenly among the squad's members if there is a unanimous vote to do so.
Discipline and Code Of Conduct:
  • Leave no-one behind, with the exception of those who have been destroyed beyond saving, and those whose saving would get you killed or seriously injured. Traitors may be saved, but they must be considered useful by the squad leader, and it has to be their first betrayal.
  • Do not kill allies, prisoners or civilians unless it is in self-defense and you have no other choice.
  • Tactical retreats are allowed when useful.
  • Betrayal is grounds for immediate termination, unless you are still able to make yourself useful.
  • Should you betray the platoon twice, you will be executed as soon as possible. No exception. You also lose any chances of being rescued.
Squad 3 (Foreigner's squad, Survival Squad)
Spoiler:      SHOW
Administrative rules:
- You can join, leave and re-join the squad at any time between missions, provided you don't have any monetary debt with the squad;
- New squad members should be approved by the squad leader and the rest of the squad. All squad members have a equal say in it, but must present a clear, reasonable argumentation as to why they want or don't want the new squad member;
- In case of disputes, squad leader is responsible for resolving it, and his orders should be obeyed;

TL:DR - come as you are unless people hate you, go as you wish unless you owe money.


Leadership rules:

- Orders should be followed unless the situation on the ground has changed to render them ineffective. In this case, squad member should find the solution on his own;
- Initiative is welcome unless it leads to other squad members constantly having to save your sorry arse,
- When two squad members of equal rank are present, the rest of the squad members should elect the leader. Preference should be given to more experienced soldiers unless they critically lack in capability, resolve or common sense;

TL:DR - don't be an idiot, think with your head, elect a capable commander.


Funding and equipment procurement:

- Every squad member should try to bring the loot unless it's considered detrimental to his performance in the battle;
- Equipment such as ships, weapons and other systems are bought on the per-necessity basis. It means that after the mission, each squad member should submit a list of items he needs and justification for them;
- Justification is valid when it concerns being able to perform a totally new function within the squad, or negating a serious weakness that'll markedly increase the amount of operations that can be performed jointly with other squad members, or a massive increase in firepower;
- Squad leader then reviews submitted proposals and selects those that are the easiest to implement, require the least financial re-distribution, and contribute the most to the squad's efficiency as a battle unit;
- Resources are then pooled and divided as necessary and the needed equipment is procured;
- You can't get what you want and go to another squad as you'd be considered to owe money to the squad. Your debt will be removed after completing next mission, and you'll be free to go with the loot you've earned and equipment you got.

TL:DR - sharing is caring. Help your mates to get stuff they need, and they'll help you. Commander has the final word on what's needed.


Discipline and Code Of Conduct:

- Don't kill or mistreat civilians, prisoners and people who try to surrender. Doing it unintentionally is between you and your consciousness; doing it with intent is punishable by death;
- Cowardice in the face of the enemy is punishable by death. Squad member guilty of cowardice can volunteer to cover up our retreat or spearhead an attack and pay for his or her crimes in blood;
- Retreating, even in haste, where it was reasonable, dictated by the tactical situation, and contributed positively to the squad's performance, is not cowardice;
- Betrayal is punishable by death; if there are no reasonable doubts that the betrayal took place, execution is carried out on the spot. Otherwise, the accused is judged either during or after the mission, and dealt with accordingly;
- Squad leader decides what's reasonable;

TL:DR - don't be a bastard. Don't run from the fight unless it's clear you'll die for no reason. Traitors are killed, don't become one.
Squad 4 (Dino's Squad, Bonsai squad)
Spoiler:      SHOW
Administrative rules:
- You can join, leave and re-join the squad at any time between missions, but keep in mind that some of you might not be welcome in any other squad. :ghost:

Leadership rules:

- You do whatever you like, as long as it doesn't actively hamper the mission.
- Dino gives suggestions, depending on how active you are (if I get the feeling you know what you're doing I let you do the thing, if not I might steer you a bit more), which can be followed or disregarded.
- Dino only gives orders when it's important, so in that case you're better off following them.
- If Dino is dead/gone bonsaaaing and you don't know what to do, just listen to the nearest leadery char.

Funding and equipment procurement:

- Everyone gets and keeps their own credits. You can lend, give, share and get from other people from whatever squad as much as you like.

Discipline and Code Of Conduct:

- Try to be at least as useful as Francis and Dino will be happy.
- Harm or try to harm an ally and Dino will murder you viciously.
- On the other hand, if Dino likes you (and he is a liking kind of person) he will risk life and limb to save you and rain destruction upon all of those who (try to) harm you.

Those last two go for everyone in REKT, for the record.
Last edited by outlander on Sun Apr 24, 2016 4:34 pm, edited 7 times in total.
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Survivor of the Josh Parnell Blackout of 2015.
Post

Re: REKT Squads: Rules and Codes of Conduct

#2
Okay, here are our "rules". They're not very restrictive, so I don't think there will be complaints. ;)
Administrative rules:
- You can join, leave and re-join the squad at any time between missions, but keep in mind that some of you might not be welcome in any other squad. :ghost:

Leadership rules:

- You do whatever you like, as long as it doesn't actively hamper the mission.
- Dino gives suggestions, depending on how active you are (if I get the feeling you know what you're doing I let you do the thing, if not I might steer you a bit more), which can be followed or disregarded.
- Dino only gives orders when it's important, so in that case you're better off following them.
- If Dino is dead/gone bonsaaaing and you don't know what to do, just listen to the nearest leadery char.

Funding and equipment procurement:

- Everyone gets and keeps their own credits. You can lend, give, share and get from other people from whatever squad as much as you like.

Discipline and Code Of Conduct:

- Try to be at least as useful as Francis and Dino will be happy.
- Harm or try to harm an ally and Dino will murder you viciously.
- On the other hand, if Dino likes you (and he is a liking kind of person) he will risk life and limb to save you and rain destruction upon all of those who (try to) harm you.

Those last two go for everyone in REKT, for the record.
Warning: do not ask about physics unless you really want to know about physics.
The LT IRC / Alternate link || The REKT Wiki || PUDDING
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Post

Re: REKT Squads: Rules and Codes of Conduct

#3
Administrative rules:
  • You can join, rejoin, leave the squad anytime in the time inbetween the missions.
  • When joining or re-joining you will be evaluated by the squad and the squad leader. The evaluation will take the form of questions where you explain why you could be useful for the squad and you will provide the squad with your qualifications and previous experiences.
Generally if you're not an idiot and your role fits in the squad you will be accepted

Leadership rules:
  • Squad leadership goes to the most experienced squad member, if two or more equally experienced members are present the position goes to the member with the highest rank, if both ranks are equal the squad leader is chosen by vote.
  • Squad leadership can be taken away if the remainder of the squad unanimously vote for a new leader.
  • Initiative is encouraged, we don't want to babysit you.
  • In situations where coordination is critical, the squad leader will take lead. It is expected that all members follow the commands of the squad leader in those situations.
Use your head and be able to follow orders in critical situations

Funding and equipment procurement:
  • Collecting loot, samples, etc. is one of the primary objectives of this squad, each member is expected to try and collect as much scientific data as reasonably possible unless the situation/ your role/ your commands forbid it.
  • At the end of each mission there is the possibility that the prize-credits will be redivided equally among all members, this only applies if there is an unanimous vote for this.
  • While not required, we recommend each member to discuss what they will buy with the squad and it's leader, this is to gain an optimal weapon and item composition in the squad.
  • Exchange items and sharing is encouraged, this also applies to credits.
The goal is to have an optimal distribution of materials in the squad and to spend the credits in such a way that this optimum can be reached.

Discipline and Code Of Conduct:
  • Don't kill fellow squad/platoon members unless in self-defense.
  • Don't kill civilians unless in self-defense.
  • Don't kill prisoners unless in self-defense.
  • Don't let your squad down, abandoning your squad when they need you is not tolerated and will have serious repercussions.
  • Tactical retreats are allowed.
  • If you betray the squad/platoon you will be brandished as an enemy of the squad and treated that way.
  • Use your head at all times of the mission, try to make sensible decisions, this is not a game.
  • Wether or not a certain behavior is reasonable is up to the squad leader or popularity vote.
Don't be a dick, don't be an idiot and you'll be fine
LT Wiki | IRC | REKT Wiki
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Idiots. Idiots everywhere. ~Dr. Cha0zz
Post

Re: REKT Squads: Rules and Codes of Conduct

#4
Administrative rules:
  • You can join, rejoin, or leave the squad anytime in the time inbetween the missions.
  • When joining or rejoining, you should expect a quick evaluation to determine if you are fit for the squad.

Leadership rules:
  • You are advised to follow orders whenever they are provided. However should something happen that renders those orders ineffective, you are permitted to act on your own to complete the objective.
  • Initiative is welcome, and encouraged in times when orders are not available, or when you posses knowledge that would allow you to accomplish your objectives safer and more efficiently.
  • When things are more relaxed the squad leader is likely to provide suggestions, rather than orders. You are advised to listen to those suggestions, but you are also permitted to act on your own.
  • Should the squad leader be unconscious or dead, listen to the 2nd in command. If he is not available be prepared to think for yourself, or listen to the leaders of the other squads.
Funding and equipment procurement:
  • Collecting loot, scans, tech, etc should be a high priority for everyone. Do not attempt to collect anything that would put you at significant risk of getting killed.
  • Credit sharing is encouraged when it can be done to help strengthen the squad.
  • It is recommended that you discuss what you will buy with the squad, and squad leader. This is just a suggestion however.
  • End-mission credits will be distributed evenly among the squad's members if there is a unanimous vote to do so.
Discipline and Code Of Conduct:
  • Leave no-one behind, with the exception of those who have been destroyed beyond saving, and those whose saving would get you killed or seriously injured. Traitors may be saved, but they must be considered useful by the squad leader, and it has to be their first betrayal.
  • Do not kill allies, prisoners or civilians unless it is in self-defense and you have no other choice.
  • Tactical retreats are allowed when useful.
  • Betrayal is grounds for immediate termination, unless you are still able to make yourself useful.
  • Should you betray the platoon twice, you will be executed as soon as possible. No exception. You also lose any chances of being rescued.
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